Quests
The world gives you work, and the work pays.
Farmer Hodge
Farmer Hodge in town has a chain of jobs for a new soul. Talk to him with E and take them in order:
| Quest | Task | Pays |
|---|---|---|
| A Hand with the Hay | gather 5 straw | 300 XP, ₲500 |
| Hide and Claw | put down 3 badgers, gather 2 hide | 900 XP, ₲1,000 |
| Saddle Up | craft a saddle at the workshop | 1,500 XP, ₲2,000 |
| The Crossroads | walk to the crossroads | 800 XP, ₲2,500 |
The chain pays 3,500 XP and ₲6,000, enough to pass level 6, and leaves a saddle in hand. Hide and Claw needs your attacks, so finish Learn combat first.
Broker Rook, and the licence
Broker Rook, in the back office of the Gloo Exchange, has nine jobs that open once you finish Saddle Up. They are the trading licence, which lets you sell on the Exchange, at Sticky Situations and to the vendor floor. All nine pay 11,700 XP and ₲12,300. See The Trading Licence.
The quest panel and the quest screen
You never have to remember any of this. The quest panel on the side of the screen shows your current step, counts your progress live, and previews the reward before you start.
Open the full quest screen and it carries three tabs:
- Story, the one time chains from Hodge, Rook and everyone else,
- Dailies, today's three, which pay out on the spot and clear from the list,
- Completed, everything you have finished. Dailies do not collect here.
Daily work
Beyond Hodge's one time chain, the world sets you daily quests. Each day you get three, drawn from a pool of thirty six jobs: gather so much of a material, put down a few of a creature, fire some bricks, walk a set of zones, trade on the Exchange, spin the slot, feed the Magic Tree, play a round of hide and seek, finish a race, earn standing. Your three are picked from the ones your level can actually do, so the pool opens up as you climb. They reset at midnight UTC, and a fresh three are waiting the next day.
Dailies need no giver. They assign themselves the first time you play each day, track in the same quest panel, and pay their XP the moment you finish, with no walking back to hand them in. They are the steady drip of XP that carries you up the levels between the big milestones.
Which three you get is decided by your wallet and the date, the same three all day. If one of them is not your kind of day, you can now reroll it for gloo: the first reroll costs 250, the price doubles with each further reroll that day, and the day allows 8 rerolls at most. A quest you reroll away will not come back the same day.
The economy dailies
Six of the thirty six are economy jobs, and they do not appear at all until level 8. From level 8 on, your three are always one economy job and two ordinary ones.
They pay far better than the rest, because they are teaching you the parts of the world people skip:
| Job | What it asks | XP |
|---|---|---|
| Money on the Tape | have a resting order fill | 700 |
| Gather Under Fire | gather anything inside the Arena | 550 |
| Back the Bank | buy gloo with at least 0.01 SOL | 500 |
| Take the Market | one market buy and one market sell | 450 |
| Feed the Golden Horse | gamble 250 gloo at a GLUE ADDICTION cabinet. The high roller machines do not count | 400 |
| Make the Book | place a limit bid and a limit ask | 325 |
An ordinary daily pays 150 to 450. So from level 8 the fastest XP in the game is not out in the wild, it is on the trading floor. Money on the Tape alone is worth more than four badger hunts.
What quests pay
No quest hands you material. Not a bone, not a brick, not a relic. Dailies pay XP only. Hodge's and Rook's story quests pay XP and Gloo; the Gloo comes out of the house treasury, and every grant is audited. See The economy.
Lessons
The Menu's Tutorial tab holds Learn the basics, Learn combat and Learn fishing (Your first steps). The two Training Yard lessons pay 75 XP each. Mara Reed's fishing lessons follow your free starter kit: get ready, land a real catch, discover three species, then keep a living aquarium. They pay fishing XP, separate from player XP.